Introductory Note:
On 15 November, 1920 the behemoth flagship Fayoo'tak'tal of the Martian Hegemony descended slowly and in an impossible silence out of the clouds to hover a few feet above the gray waves of Lake Geneva, Switzerland.
The golden skinned Paxt Pactaxi, brother of the Emperor of Mars stepped onto the surface of the water, his cloven feet kept dry through the presence of a barely visible walk of force shielding. With a deep throat click and a buzz of satisfaction Paxt Pactaxi gestured his delegation forward and walked the few hundred yards to the grounds of the newly formed League of Nations. That was the day that "the infinite complacency of men, came to abrupt end," as Orson Wells dryly observed some years later. "That November morning marked the ending of the familiar world where men gave little regard to the stars or even the planets within our own solar system as a source of danger, the thought of a power dwelling beyond the firmament regarded as fanciful or an absurdity."
The Martians walked into the first full meeting of the League of Nations and every head turned. The small delegation of impossibly thin and tall other world diplomats moved gracefully to the front and spoke clearly and deliberately in Mandarin that they hoped to join the League as the first peaceful ally of the gathered governments of the planet Earth.
Rocketship Empires 2036
One possible variation is the Rocketship Empires universe far enough into the future that the setting becomes just slightly more believably science fiction in orientation. In this era the Martians have all but died out completely and utterly. The strength of that once great and ancient alien race was fast fading when they reached down to planet Earth and helped mankind into the stars. Now the varied human governments in somewhat evolved forms must face their destiny as the inheritors of Martian territory, worlds and technologies on their own. The great danger at the edge of what was once Hegemony space and is now Terran space must be confronted by men but so must at least a dozen alien civilizations.
This version of the setting could still come with a heavy amount of 1930's and 1940's pulp themes, music and styles but also mixed in with later era influences. What would the British Star Empire look like if it continued to expand? Maybe the Federal Territories and the old United States is completely swallowed up by corporations. Possibly the humans are so busy exploring and expanding, fighting and surviving in space that WWII in space never happens or at least it is delayed until a much later time allowing for things to evolve into a different state altogether.
Just pondering and thinking out loud while I continue to work on scratch paper here on rules and such. Its possible I might decide to not present a Rocketship Empires 2036 version of the setting. I will have to really think about it and how it would work and look.
RocketshipEmpires1936
Tuesday, August 12, 2014
Monday, August 4, 2014
Pilot's Chair Abstract
I have been thinking about how starship combat and operations is handled in the new RSE game. Here are my initial thoughts.
Each starship has a sort of character sheet for each of its crew stations. This is an example of an abstract sheet for a two person crew starship. This particular sheet is for the pilot.
A character's stats and skill ranks determine how many dice the character has available in a general dice pool for use with this sheet. In addition to the player's dice from their pool the ship has a few of its own dice set onto the sheet. We will talk about the static ship dice first from this example.
Three dice are placed on the red squares at the lower left corner of the pilot's controls. Each of these dice represent one attack pool dice to be rolled depending upon how much ammo the pilot squeezes off from the wing guns over which he has direct control. The actual attack roll is made by rolling an agility die plus skill ranks in gunnery plus one ammo die. Ammo is stored in blocks of three. The player marks off how much ammo is used either one, two or three (an entire block).
Targets have a base difficulty to hit based on ship type + modifier. A portion of the player character's starship combat dice pool can be assigned from turn to turn into the spaces next to each of three bogies or targets. These dice are not rolled but their assignment from the available pool reduces the difficulty to hit each target up to a maximum of three. They may also be reserved for defense, in which case they are rolled along with armor or counter measures in an attempt to reduce the number of successes scored against the player's starship by that designated target.
This begs the question of what happens if a single small starship goes up against more than three bogies. I am thinking that exceptionally skilled pilots may be able to place a handful of dice from their pool into a defensive posture only for additional foes but they would need to be fairly high in level. The answer to this question in the main is, don't get into dogfights with four or more bogies. The fourth, fifth and so on enemy able to tangle with you in a dogfight is only going to face the defense of your armor and counter measures (while they last). Terran pilots are dangerous but there -is- such a thing as biting off more than you can chew, even for them.
Two static dice are placed, one each, on top of the two counter measures squares. Counter measures are one shot defenses against incoming rockets and missiles. Imagine that the pilot can hit either one or both buttons to deploy counter measures directly. The second cockpit sheet in this set is for the ship's navigator who controls additional groups of counter measures as well as the ship's own missiles and some other important (indeed vital) systems.
A static die is placed under maneuver cost. All maneuver's have a cost from one to six. The cost is a measure in a reduction of points from the ship's current velocity value. There are a number of cards that represent maneuvers. Perhaps six to ten can be used by any pilot. Early in a Flying Ace or Starship Pilot career a pilot chooses to either develop maneuvers from the "boom and zoom" school, the "turning dogfight" school or the "pirate" school. Each of these three schools has its strengths and weaknesses. At each level the player character can choose any one new maneuver from those available in their school and add this to the cards available for them to play each combat turn. The die placed in the maneuver cost box is adjusted from combat turn to combat turn to reflect the reduction in velocity that the maneuver being played costs.
Everywhere else has to do with dice pulled from the character's available starship combat dice pool.
Velocity - Dice are placed into this circle to maintain velocity as it is spent. A ship has a maximum potential add to velocity each combat turn. Rolling the dice placed into this circle at the end of the combat turn determines what portion of combat velocity can be recovered from the maximum potential after velocity has been reduced by playing a maneuver. Part of space and atmo combat has to do with trading velocity for maneuver. Ultimately the best maneuvers will bleed the most velocity to the point where they can no longer be played. Speed is life in a dogfight. As your velocity bleeds you will begin to lose access to your best cards and become more at risk.
Control - Dice are place into this circle for making control rolls during combat. Control rolls are required to respond to maneuver cards played by enemy combatants or to achieve the best result from the maneuver card you just played.
ATMO - There are three light blue squares labeled Atmo beneath the large white spot in the center where the current maneuver card being used by the pilot is displayed. When a starship enters the atmosphere one die from the total pool must be placed into the first light blue "standard" atmo square. This represents the additional stress on the pilot of dogfighting in atmosphere. Should the conditions be exceptionally stormy a second die from the pool must be sacrificed and put into the "turbulent" square. Should the starship be fighting in an exceptionally dangerous condition or exotic atmosphere a third die from the pool must be placed into the "exotic" conditions for atmo.
Fuel tracks fuel use. Certain high power combat moves eat up a full block of fuel or even two. Taking damage in combat can cause a sudden loss in fuel. It is possible to run out of fuel in combat. This is always a bad thing. Worse if you are in atmo.
Flight Surfaces - Four orange boxes represent damaged flight surfaces. As a starship takes general damage to the structure of the starship each of these orange boxes requires that a pilot's combat pool die be placed on that box in order to keep the bird under control. Failure to do so or inability to do so causes an immediate and repeated control rolls to avoid spectacular and violent death via crashing or breaking up. The more damaged your bird becomes the more you have to concentrate your energy to keep her together even though she is shaking to pieces. This takes away from what you have available to say...keep your velocity up for better maneuvers or to pay attention to the bogies to hit more often or avoid taking more hits.
Systems and Internals - Five blue boxes that would be numbered. Each would represent a specific important system for the ship (like life support). In a small ship like this one the responsibility for handling damage control via internal automated / robotic fire control and repair is divided between the pilot and the navigator. Again a die is pulled from the pool as an important system is put offline by a well placed internal / critical hit. This represents the pilot madly punching buttons and hitting switches to put out fires and keep from losing a vital system for good.
Armor - Armor is ablative for most starships. Each box on the gray shield represents one use of armor against an incoming hit. In this case the armor is defined as hardened 2 so two dice are rolled to attempt to eliminate the number of successes rolled by your foe in their attack against you. Remember the number of successes you roll is multiplied by the value of your weapon. A weapon system with a value of 3 and four rolled successes would inflict 12 points of damage against the enemy. Four rolled successes may also indicate an automatic flight control surface or internal system hit. Rolling two successes with armor as part of your defense would drop the successes of the enemy rolled against you by two. No automatic flight surfaces or internals and only 6 points of damage rather than 12. Even so one of your 18 total units of armor is now gone forever or at least until you can land and put some hours into repairing your ship.
Anyway. This is all very, very fast and loose at this point. Just forming ideas to take to the table with a few friends for battling things out and seeing what works, what doesn't work, what needs to be changed.
-Ed
Each starship has a sort of character sheet for each of its crew stations. This is an example of an abstract sheet for a two person crew starship. This particular sheet is for the pilot.
A character's stats and skill ranks determine how many dice the character has available in a general dice pool for use with this sheet. In addition to the player's dice from their pool the ship has a few of its own dice set onto the sheet. We will talk about the static ship dice first from this example.
Three dice are placed on the red squares at the lower left corner of the pilot's controls. Each of these dice represent one attack pool dice to be rolled depending upon how much ammo the pilot squeezes off from the wing guns over which he has direct control. The actual attack roll is made by rolling an agility die plus skill ranks in gunnery plus one ammo die. Ammo is stored in blocks of three. The player marks off how much ammo is used either one, two or three (an entire block).
Targets have a base difficulty to hit based on ship type + modifier. A portion of the player character's starship combat dice pool can be assigned from turn to turn into the spaces next to each of three bogies or targets. These dice are not rolled but their assignment from the available pool reduces the difficulty to hit each target up to a maximum of three. They may also be reserved for defense, in which case they are rolled along with armor or counter measures in an attempt to reduce the number of successes scored against the player's starship by that designated target.
This begs the question of what happens if a single small starship goes up against more than three bogies. I am thinking that exceptionally skilled pilots may be able to place a handful of dice from their pool into a defensive posture only for additional foes but they would need to be fairly high in level. The answer to this question in the main is, don't get into dogfights with four or more bogies. The fourth, fifth and so on enemy able to tangle with you in a dogfight is only going to face the defense of your armor and counter measures (while they last). Terran pilots are dangerous but there -is- such a thing as biting off more than you can chew, even for them.
Two static dice are placed, one each, on top of the two counter measures squares. Counter measures are one shot defenses against incoming rockets and missiles. Imagine that the pilot can hit either one or both buttons to deploy counter measures directly. The second cockpit sheet in this set is for the ship's navigator who controls additional groups of counter measures as well as the ship's own missiles and some other important (indeed vital) systems.
A static die is placed under maneuver cost. All maneuver's have a cost from one to six. The cost is a measure in a reduction of points from the ship's current velocity value. There are a number of cards that represent maneuvers. Perhaps six to ten can be used by any pilot. Early in a Flying Ace or Starship Pilot career a pilot chooses to either develop maneuvers from the "boom and zoom" school, the "turning dogfight" school or the "pirate" school. Each of these three schools has its strengths and weaknesses. At each level the player character can choose any one new maneuver from those available in their school and add this to the cards available for them to play each combat turn. The die placed in the maneuver cost box is adjusted from combat turn to combat turn to reflect the reduction in velocity that the maneuver being played costs.
Everywhere else has to do with dice pulled from the character's available starship combat dice pool.
Velocity - Dice are placed into this circle to maintain velocity as it is spent. A ship has a maximum potential add to velocity each combat turn. Rolling the dice placed into this circle at the end of the combat turn determines what portion of combat velocity can be recovered from the maximum potential after velocity has been reduced by playing a maneuver. Part of space and atmo combat has to do with trading velocity for maneuver. Ultimately the best maneuvers will bleed the most velocity to the point where they can no longer be played. Speed is life in a dogfight. As your velocity bleeds you will begin to lose access to your best cards and become more at risk.
Control - Dice are place into this circle for making control rolls during combat. Control rolls are required to respond to maneuver cards played by enemy combatants or to achieve the best result from the maneuver card you just played.
ATMO - There are three light blue squares labeled Atmo beneath the large white spot in the center where the current maneuver card being used by the pilot is displayed. When a starship enters the atmosphere one die from the total pool must be placed into the first light blue "standard" atmo square. This represents the additional stress on the pilot of dogfighting in atmosphere. Should the conditions be exceptionally stormy a second die from the pool must be sacrificed and put into the "turbulent" square. Should the starship be fighting in an exceptionally dangerous condition or exotic atmosphere a third die from the pool must be placed into the "exotic" conditions for atmo.
Fuel tracks fuel use. Certain high power combat moves eat up a full block of fuel or even two. Taking damage in combat can cause a sudden loss in fuel. It is possible to run out of fuel in combat. This is always a bad thing. Worse if you are in atmo.
Flight Surfaces - Four orange boxes represent damaged flight surfaces. As a starship takes general damage to the structure of the starship each of these orange boxes requires that a pilot's combat pool die be placed on that box in order to keep the bird under control. Failure to do so or inability to do so causes an immediate and repeated control rolls to avoid spectacular and violent death via crashing or breaking up. The more damaged your bird becomes the more you have to concentrate your energy to keep her together even though she is shaking to pieces. This takes away from what you have available to say...keep your velocity up for better maneuvers or to pay attention to the bogies to hit more often or avoid taking more hits.
Systems and Internals - Five blue boxes that would be numbered. Each would represent a specific important system for the ship (like life support). In a small ship like this one the responsibility for handling damage control via internal automated / robotic fire control and repair is divided between the pilot and the navigator. Again a die is pulled from the pool as an important system is put offline by a well placed internal / critical hit. This represents the pilot madly punching buttons and hitting switches to put out fires and keep from losing a vital system for good.
Armor - Armor is ablative for most starships. Each box on the gray shield represents one use of armor against an incoming hit. In this case the armor is defined as hardened 2 so two dice are rolled to attempt to eliminate the number of successes rolled by your foe in their attack against you. Remember the number of successes you roll is multiplied by the value of your weapon. A weapon system with a value of 3 and four rolled successes would inflict 12 points of damage against the enemy. Four rolled successes may also indicate an automatic flight control surface or internal system hit. Rolling two successes with armor as part of your defense would drop the successes of the enemy rolled against you by two. No automatic flight surfaces or internals and only 6 points of damage rather than 12. Even so one of your 18 total units of armor is now gone forever or at least until you can land and put some hours into repairing your ship.
Anyway. This is all very, very fast and loose at this point. Just forming ideas to take to the table with a few friends for battling things out and seeing what works, what doesn't work, what needs to be changed.
-Ed
Sunday, August 3, 2014
Examples from Draft Rules
Rocketship Empires 1936
Rules for Pulp Action and Space
Adventures
in a World War II Era Space Opera
by Edward M Kann
Character Creation
Step One: Character Race. Under these
rules all player characters are humans. Future expansions on these
rules or supplements by other authors writing for the Rocketship
Empires setting may include rules for the play of alien races but
that is not covered in these basic rules. In the original Rocketship
Empires campaign as Directed by the author all of the player
characters were human.
Step Two: Look over your character
sheet. Place a value of one in each of the following stats. Body
and Soul and the eight sub-stats of Strength, Agility, Toughness,
Grace, Intelligence, Will, Perception and Guile.
Step Three: Body or Soul. Determine
whether your character is stronger in the body or physical elements
or in the soul or internal elements.
Step Four: Whichever stat you choose
as your primary focus place plus one point in it (either Body or
Soul) and plus one point in each of the four sub-stats associated
with that primary stat. In the case of Body the four sub-stats are
Strength, Agility, Toughness and Grace. In the case of Soul the four
sub-stats are Intelligence, Will, Perception and Guile.
Example: Hurricane Joe Walker places
one point in all of the stats on his character sheet.
Body 1
Strength 1, Agility 1, Toughness 1,
Grace 1
Soul 1
Intelligence 1, Will 1, Perception 1,
Guile 1
Next Hurricane Joe Walker's player
decides that his good old Hurricane is going to focus on physical
stats. He adds a +1 to Body and all four of its associated
sub-stats. Now his character looks like this.
Body 2
Strength 2, Agility 2, Toughness 2,
Grace 2
Soul 1
Intelligence 1, Will 1, Perception 1,
Guile 1
Step Five: Choose a character class.
Read over the class descriptions and choose the type of character
class you want to play. Follow the instructions for the character
class you have chosen and complete the remainder of your character
sheet.
Step Six: Pick out some starting items
from the equipment lists.
Step Seven: Write down a paragraph of
notes about your character, who they are, where they are from and a
general idea of where they want to be, what they hope to attain.
Character Class
Descriptions
Soldier
You are either a veteran
of past conflicts or you are a soldier in the present. Perhaps you
are a mercenary for hire or a combat veteran who has hired himself
out as a security contractor for a private corporation. Perhaps you
are a soldier in the service of a Terran government.
Primary Stat: Strength
Life Points: Starting = 5 x
Body Score with +2 Life Points at each level of advancement past the
first.
Character Creation
- Add +1 Point to Strength. At level four you gain an additional +1 to Strength. At level eight you gain an additional +1 you can add to any stat except for Strength. If you add this final bonus to Body or Soul, only that stat improves by one.
- Look over the skills list on the character sheet. Add +1 skill rank to either brawl or boxing, swimming, motor mechanic, climbing, melee, grenades, small arms – automatic weapons and thrown weapons.
- Add +2 points to any of the eight sub-stats (Strength, Agility, Toughness, Grace, Intelligence, Will, Perception and Guile you have two points you can spend you can only add one point to any stat so the final result should be that you have two different sub-stats increase in value by one point.)
- You have sixteen free skill points to spend during character creation. These points can be added to any skill BUT no more than +2 points can be spent on the same skill during character creation. The highest skill rank value this will give you is a starting skill rank of 3 in a Strength based skill. The highest rank your non-strength based skills can be during character creation is a rank of two. At each level of advancement the soldier gains 4 new skill ranks which they can add to any skill. You may only apply one new skill rank to a single skill. Four skills at each level of the player's choice will improve by one skill rank at each level of advancement.
- You begin with 4 Aggression dice and 2 Logic dice in your Psyche Pool. At each level of advancement you gain one additional dice to your Psyche Pool and you can decide whether it is a logic or an aggression die but your total aggression dice must always exceed your total logic dice by at least one.
Level Shticks
At each level of advancement the
Soldier gains a shtick or special power for that level. Only a
member of the soldier class gains these shticks.
Level 1: True Child
of Cane. Any weapon you wield including your fists and feet
inflict +1 base point of damage over the listed damage for that
weapon type. A 1 point blade in your hands inflicts a base damage of
2, for example. Where three successes to hit with the blade would
inflict three life points of damage in the hands of someone else, in
your hands it inflicts six life points. You can never apply this to
non-lethal damage. If you strike with a weapon for non-lethal damage
you strike for the standard base damage of the weapon in hand.
Level 2: Atlantean
Born. You gain an additional bonus of +3 points to your total
life pool above and beyond your usual life point bonus for advancing
to this level.
Level 3: Combat
Leader. Once per game session
you may share one aggression die out of your pool onto the roll of
any character in your party within line of sight and with whom you
have communication. You may only apply this bonus to fellow humans.
Level
4: Fast Healer. You
heal two life points for each Terran day of rest (24 hours) rather
than the usual rate of one. You enjoy a +1 life point bonus to the
effect of any healing sprays, high-tech or xeno healing technologies
you apply to yourself. This +1 life point bonus for healing also
applies to any empathic healing performed on you by a psionic
character.
Level
5: Commando Training. During
any unarmed combat or melee attack against your character roll 1d6.
On a score of a six you may eliminate one combat success rolled by
your enemy against you. If your enemies combat successes are reduced
to zero by your commando training then they miss you completely.
Level
6: Professional Killer. You
may add either logic or aggression dice (no more than two for any
roll) to any combat skill roll involving small arms or hand held
weapons.
Level
7: Hard to Kill. Once
per game session if you are reduced to zero life points or lower and
so long as you are not reduced to more than negative ten life points
you awaken with one life point remaining after 1d6 combat rounds.
Level
8: Advanced Commando Training. During
any unarmed combat or melee attack against your character roll 1d6.
On a roll of a 5 or 6 you may eliminate one combat success rolled by
your enemy against you. If you reduce your enemies successes to zero
they miss you completely.
Level
9: Combat Commander. During
combat you may take one die from your aggression pool each combat
round and add it to the combat dice roll of any member of your team
within line of sight and with which you have communication.
Level
10: Ultimate Weapon. You
may add up to three aggression dice to any unarmed, melee or small
arms combat skill roll that you make instead of the normal limit of
two.
Experience and Character Advancement
Characters gain
experience by surviving a game session. Each game session has a
value of one. To advance from first level to second level a
character must earn a GS value of 3 or survive three game sessions.
To advance from second to third level a character must earn a GS
value of 4 or survive an additional four game sessions. See the
chart below for details. In any case a character level of ten is the
maximum to which any hero in Rocketship Empires can attain.
Level One GS Points 0 Total Game
Sessions Survived = 0
Level Two GS Points 3 Total Game
Sessions Survived = 3
Level Three GS Points 4 Total Game
Sessions Survived = 7
Level Four GS Points 5 Total Game
Sessions Survived = 12
Level Five GS Points 5 Total Game
Sessions Survived = 17
Level Six GS Points 6 Total Game
Sessions Survived = 23
Level Seven GS Points 6 Total Game
Sessions Survived = 29
Level Eight GS Points 7 Total Game
Sessions Survived = 36
Level Nine GS Points 7 Total Game
Sessions Survived = 43
Level Ten GS Points 8 Total Game
Sessions Survived = 51
Pulp Storytelling and Leveling Up
Each level of
advancement presents an opportunity to launch a new storyline or
adventure series. Try to think of each level and the games between
levels as an opportunity for a pulp serial or a comic book mini
series. Try to plan ahead. Think about what villain you will
introduce at the next level, how will you bring him into the story
and launch the next series of adventures? What environments will
your adventures take place in? How will keep the action moving and
keep the story interesting?
The first adventure
should be resolved (more or less) in three game sessions. The next
storyline might be a little bit more involved and take four game
sessions to resolve. By the time the player group has advanced to
level six their characters are quite experienced and an unfolding
plot might be fairly involved requiring up to seven game sessions to
resolve from beginning to end. The final level of advancement from
level nine to level ten is an opportunity to pull together all of the
loose ends and in one eight session mega story give the characters
the chance to defeat all of the major villains and bring a
significant resolution to any lingering plots they have hanging over
their heads. By the end of the level ten game session the characters
may well be ready to retire, at least until some new major threat
rears its ugly head but their ability to become any tougher as
characters (outside of loot, artifacts, equipment and wealth) has
come to an end.
Saturday, August 2, 2014
The Martians
The Martian Hegemony was an economic and scientific power during the collapse of the Atlantean Star Empire approximately six hundred thousand years ago. Brutal, hated by nearly every intelligent race in the galaxy the few thousand Atlanteans that remained after the shackles of their enslavement were cast off were deposited into the hands of the Martian Hegemony for imprisonment or disposal.
Ever the curious scientist species the Martians chose to deposit the surviving Atlanteans onto the primitive and barely habitable third planet in their own solar system. A planet so utterly dangerous and populated by deadly flora and fauna that the chances of the Atlanteans surviving it were expected to be rather low. Of course to the surprise of the Martian observers the ever aggressive and war like Atlanteans (humans) immediately set about subjugating the planet's more physically strong indigenous population (the neanderthal) and quickly became the most dangerous predator on that hellish planet as well.
The Atlanteans stubbornly preserved a sense of their greatness and racial identity as a star faring species right up to the establishment of the great city of Atlantis approximately nine thousand years before the writings of Plato. By that time the Atlantean civilization had finally rebuilt itself sufficiently to begin the process of building ships capable of carrying them back into the stars. The Martians who had been quietly watching this process all along were, of course, having none of this and ultimately performed a massive orbital strike against the city, utterly destroying all life on the island and causing it to sink forever beneath the waves.
During all of this time the Martian Hegemony had experienced a golden age of expansion. The Atlantean Star Empire had left behind thousands of habitable planets and much of their former territory was in ruins, populated by former slave races so shocked by their sudden freedom as to be easy prey for whoever filled the void. For thousands upon thousands of years much of space surrounding the solar system containing Mars and Earth remained the undisputed territory of the Hegemony.
By the time of the destruction of Atlantis and the final loss of the racial identity of humanity as a star faring civilization the Martians were already an old race, millions of years further down the path of their own history than the race of men. At this time the Martians had already lost the ability to reproduce themselves by natural means and relied instead upon the genetics of their scientific priesthood to birth new generations of themselves, perfect clones born to carry on the identity of their parent.
Zev is a Red Martian. This places him in the military caste. He is a commander of the fifth rank within the Fahz'aduk Sept. Zev does not consider himself to be Zev, son of Zev. He is merely Zev. Zev carries in his mind fragments of the memories and identities of a thousand Zev's which have lived before him. Zev has a hated rival, another Red Martian within the Fahz'aduk Sept who is called Mar'don. Zev and Mar'don have worked together in previous incarnations. They have in a very few cases become cautious friends and allies but mostly they have struggled against one another and murdered one another. The last incarnation of Zev was cut down by the current Mar'don in a sudden and violent duel on the streets of Zamaz'na'kapulta, an important Martian city on the Red Planet itself.
This is a glimpse into the strange workings of alien life within Martian society. Within the last two thousand years the clone beds of the priests of science have been in decline. Whole lines of clones have been completely lost. Millions of genetic lines have finally unraveled themselves to the point of nothingness and the streets of a hundred thousand Martian cities scattered throughout the star systems of the Martian Hegemony have grown more and more silent, more and more empty.
The Martian decision to reach out to the race of men, to the ancestors of the hated Atlantean Empire, the most vicious, blood thirsty and cruel bunch of bastards the galaxy has ever seen is born out of a need to shore up their own rapidly faltering population. That and the Martians are afraid of something. Something far out on the borders of the Hegemony beyond where any human expansion has yet managed to travel.
The simple truth is that the Martians need us. If they are to survive at all, they need us.
Ever the curious scientist species the Martians chose to deposit the surviving Atlanteans onto the primitive and barely habitable third planet in their own solar system. A planet so utterly dangerous and populated by deadly flora and fauna that the chances of the Atlanteans surviving it were expected to be rather low. Of course to the surprise of the Martian observers the ever aggressive and war like Atlanteans (humans) immediately set about subjugating the planet's more physically strong indigenous population (the neanderthal) and quickly became the most dangerous predator on that hellish planet as well.
The Atlanteans stubbornly preserved a sense of their greatness and racial identity as a star faring species right up to the establishment of the great city of Atlantis approximately nine thousand years before the writings of Plato. By that time the Atlantean civilization had finally rebuilt itself sufficiently to begin the process of building ships capable of carrying them back into the stars. The Martians who had been quietly watching this process all along were, of course, having none of this and ultimately performed a massive orbital strike against the city, utterly destroying all life on the island and causing it to sink forever beneath the waves.
During all of this time the Martian Hegemony had experienced a golden age of expansion. The Atlantean Star Empire had left behind thousands of habitable planets and much of their former territory was in ruins, populated by former slave races so shocked by their sudden freedom as to be easy prey for whoever filled the void. For thousands upon thousands of years much of space surrounding the solar system containing Mars and Earth remained the undisputed territory of the Hegemony.
By the time of the destruction of Atlantis and the final loss of the racial identity of humanity as a star faring civilization the Martians were already an old race, millions of years further down the path of their own history than the race of men. At this time the Martians had already lost the ability to reproduce themselves by natural means and relied instead upon the genetics of their scientific priesthood to birth new generations of themselves, perfect clones born to carry on the identity of their parent.
Zev is a Red Martian. This places him in the military caste. He is a commander of the fifth rank within the Fahz'aduk Sept. Zev does not consider himself to be Zev, son of Zev. He is merely Zev. Zev carries in his mind fragments of the memories and identities of a thousand Zev's which have lived before him. Zev has a hated rival, another Red Martian within the Fahz'aduk Sept who is called Mar'don. Zev and Mar'don have worked together in previous incarnations. They have in a very few cases become cautious friends and allies but mostly they have struggled against one another and murdered one another. The last incarnation of Zev was cut down by the current Mar'don in a sudden and violent duel on the streets of Zamaz'na'kapulta, an important Martian city on the Red Planet itself.
This is a glimpse into the strange workings of alien life within Martian society. Within the last two thousand years the clone beds of the priests of science have been in decline. Whole lines of clones have been completely lost. Millions of genetic lines have finally unraveled themselves to the point of nothingness and the streets of a hundred thousand Martian cities scattered throughout the star systems of the Martian Hegemony have grown more and more silent, more and more empty.
The Martian decision to reach out to the race of men, to the ancestors of the hated Atlantean Empire, the most vicious, blood thirsty and cruel bunch of bastards the galaxy has ever seen is born out of a need to shore up their own rapidly faltering population. That and the Martians are afraid of something. Something far out on the borders of the Hegemony beyond where any human expansion has yet managed to travel.
The simple truth is that the Martians need us. If they are to survive at all, they need us.
RSE Skills
Body Skills
These are the four skill groups associated to with the Body attribute. During character creation a player decides whether their character will focus on Body or Soul. Each sub-attribute has eight associated skills which the stat governs. Character classes are built with a focus towards one particular stat. So there will be two classes which are strength focused, two which are agility focused, two which are toughness focused, two character classes which are grace focused and so forth. While a player can develop their character's skills outside of their class focus the class will tend to do those things best.
Every stat has its associated unarmed combat skills and a weapon skill. This allows what typically might represent weaker character types (scientists...merchants) to have their own particular weapon and unarmed combat style of choice. In RSE I want to steer away from min-max to some degree. A Grace stat based Aristocrat with Savate / Fencing and Small Arms - Lasers is just as dangerous in a character to character encounter as an Agility based Flying Ace with Kung-Fu or T'ang-su and Small Arms - Pistols.
Strength
Brawl / Boxing*
Swimming
Motor Mechanic
Climbing
Melee
Grenades
Small Arms - Auto Weapons
Thrown Weapons
Agility
Kung Fu / T'ang-su*
Acrobatics
Small Arms - Pistols
Archery
Atmo-Piloting
Gunnery: Auto Weapons
Crime: Agility Styles
Stealth
Toughness
Explore
Breakfall
Resist Toxin
Resist Disease
Intimidation
Wrestling / Karate*
Small Arms - Shotguns and High Power
Space Suit
Grace
Conversation
Dance / High Society
Entertainment
Seduction / Distraction
Acting
Diplomacy
Small Arms - Lasers
Savate / Fencing*
Soul Skills
The four soul sub-stats are Intelligence, Will, Perception and Guile.
Intelligence
Crime: Intelligence Styles
Ship: Astrogation
Xeno Translation: Visual
Medical
Science / Knowledge
Invention
Ship: Shields and Counter Measures
Tai Ch'i Ch'uan / Bojutsu
Will
Animal Handling
Riding
Intimidation
Psi Development
Kenjutsu / Aikijutsu
Leadership
Ship: General Repair
Resist: Pharmecology
Perception
Investigation / Search
Xeno Translation: Audio
Ship: Communications and Codes
Ship: Void Pilot
Small Arms: Rifles
Gunnery: Missiles and Rockets
Drive
Kyujutsu / Kuki-shin Ryu
Guile
Ship: Sensor Operations
Deception
Demolitions
Forgery
Gambling
Ninjutsu / Dirty Fighting
Small Arms: Hold Out Weapons
Ship: Cloak and Concealment
Character Classes and Associated Stats
Strength: Soldier and Gangster
Agility: Smuggler and Flying Ace
Tough: Bodyguard and Bounty Hunter
Grace: Secret Agent and Aristocrat
Intelligence: Doctor and Mad Scientist, also Astrogator
Will: Psi Witch and Psi Warlock
Perception: Void Pilot and Big Game Hunter
Guile: Saboteur and Gambler
These are the four skill groups associated to with the Body attribute. During character creation a player decides whether their character will focus on Body or Soul. Each sub-attribute has eight associated skills which the stat governs. Character classes are built with a focus towards one particular stat. So there will be two classes which are strength focused, two which are agility focused, two which are toughness focused, two character classes which are grace focused and so forth. While a player can develop their character's skills outside of their class focus the class will tend to do those things best.
Every stat has its associated unarmed combat skills and a weapon skill. This allows what typically might represent weaker character types (scientists...merchants) to have their own particular weapon and unarmed combat style of choice. In RSE I want to steer away from min-max to some degree. A Grace stat based Aristocrat with Savate / Fencing and Small Arms - Lasers is just as dangerous in a character to character encounter as an Agility based Flying Ace with Kung-Fu or T'ang-su and Small Arms - Pistols.
Strength
Brawl / Boxing*
Swimming
Motor Mechanic
Climbing
Melee
Grenades
Small Arms - Auto Weapons
Thrown Weapons
Agility
Kung Fu / T'ang-su*
Acrobatics
Small Arms - Pistols
Archery
Atmo-Piloting
Gunnery: Auto Weapons
Crime: Agility Styles
Stealth
Toughness
Explore
Breakfall
Resist Toxin
Resist Disease
Intimidation
Wrestling / Karate*
Small Arms - Shotguns and High Power
Space Suit
Grace
Conversation
Dance / High Society
Entertainment
Seduction / Distraction
Acting
Diplomacy
Small Arms - Lasers
Savate / Fencing*
Soul Skills
The four soul sub-stats are Intelligence, Will, Perception and Guile.
Intelligence
Crime: Intelligence Styles
Ship: Astrogation
Xeno Translation: Visual
Medical
Science / Knowledge
Invention
Ship: Shields and Counter Measures
Tai Ch'i Ch'uan / Bojutsu
Will
Animal Handling
Riding
Intimidation
Psi Development
Kenjutsu / Aikijutsu
Leadership
Ship: General Repair
Resist: Pharmecology
Perception
Investigation / Search
Xeno Translation: Audio
Ship: Communications and Codes
Ship: Void Pilot
Small Arms: Rifles
Gunnery: Missiles and Rockets
Drive
Kyujutsu / Kuki-shin Ryu
Guile
Ship: Sensor Operations
Deception
Demolitions
Forgery
Gambling
Ninjutsu / Dirty Fighting
Small Arms: Hold Out Weapons
Ship: Cloak and Concealment
Character Classes and Associated Stats
Strength: Soldier and Gangster
Agility: Smuggler and Flying Ace
Tough: Bodyguard and Bounty Hunter
Grace: Secret Agent and Aristocrat
Intelligence: Doctor and Mad Scientist, also Astrogator
Will: Psi Witch and Psi Warlock
Perception: Void Pilot and Big Game Hunter
Guile: Saboteur and Gambler
Starship Life and Combat
I always felt that a good science fiction game should have a very well developed bit of rules surrounding life aboard a starship and a really detailed but playable combat system.
This is far and away the biggest challenge for Rocketship Empires 1936. Getting anywhere near where I want things to be with the starship rules is going to be difficult.
Goals
The thing needs to be easy to play. Dice mechanics need to be consistent with the rest of the game. As much as possible one or two rolls resolves things and keeps the game moving. Activities aboard ship should be developed in a range from routine to fast and furious.
Some of the maintaining of a starship needs to be included in the mechanics. Part of keeping your rattle trap Chinese built freighter in the air is the fun and challenge of having to keep her from falling apart. Keeping your eyes open for key parts of the ship which are compatible with other ship models you might encounter for salvage, purchase or (let's face it) piracy. Of course this means that the challenge of writing up these details falls into the lap of someone...me. I have some ideas for this but as I said its going to involve a fair amount of work.
I want the sense that you are on board your starship. For ships with crew positions I want to have the sense that multiple crew members do something vital for the operation of the starship. Starship crew members need to be able to work together as a team to accomplish their goals. The main goals being...get from point A to point B in one piece. Survive combat threats. Repair stuff that gets blown off, blown up or just blows up on its own.
The starship is as important of a character in Rocketship Empires as any of the player characters and this is how it should be.
Broad Concepts
Space travel in Rocketship Empires has always been divided into three parts. Each of these three types of movement require its own drive system.
Jump Travel
Starships enter jump space to travel between stars. They do this by diving into the gravity well of a star and activating the ship's gravity drive at the right moment. The gravity drive shoots the ship out of normal space and into jump space where the laws are somewhat different. Jump space is where a ship travels from one star system to another by diving down what amounts to a worm hole connecting one massive gravity object to another.
System Travel
Starships use a system drive to travel within a star system. The drive crosses the distance of an AU in a measurement of terran days. System drives travel in a straight line or nearly so given the influence of the gravity wells of of plants they may pass along the way. There is no ability to maneuver while the system drive is active. Weapon systems are impractical to use against a ship using system movement. The ship is traveling far to rapidly and space is simply to massive for the weapons systems written into the game to be effective in any worthwhile manner.
Manuever Drives
When a starship drops out of system travel it activates its manuever drive to move about. Manuever drives allow a starship to dock with a space station, enter orbit, enter atmosphere, manuever in atmosphere or in space and land on a planet surface. All starship combat takes place using manuever drives. When a ship drops out of system travel it takes time for the system drive to recycle and be ready for another use. This recharge of the system drive can take hours. System drives are not safe to use within a certain distance of a planetary body. Once you get close to your destination the fail safes on your system drive are not going to let you operate it. Activating a system drive near a planet or in atmosphere simple insures the spectacular destruction of the ship in question and little more.
Ship Character Sheets
I have an idea where a ship design comes with a picture of the ship, a map of the interior of the ship and a collection of tabloid sized control stations for the essential crew. For a starfighter this may be a fairly simple affair with a picture of the ship, simple diagram, notes on the controls and ship resources and functions / weapons and one or two tabloid sized (11 x 17) control panels. One for the pilot. One for the navigator.
I'm thinking it would be cool for the control panels to look like some kind of aircraft instrument panel or science station from the period. Different vital controls have spots where the player assigns dice from their dice pool.
Game Within a Game - To do this right while the mechanics will be the same for both parts of the game I am thinking that starship operations and combat need to exist as its own game within the game of RSE.
To arrive at the dice pool available to a pilot or navigator or other crew member I am thinking it is some function of the character's various stats (intelligence, perception, agility) plus skill ranks in various ship related skills.
The player assigns their dice to various components on the control panel and how these dice are assigned determines what the player has available to roll to accomplish various things. Move. Make a special move. Attack with weapons. Maintain combat awareness - spot incoming rockets and missiles so that the ship can attempt evasive moves to avoid them, etc...
I really like this idea but again - we are talking about a lot of work. That is where opening the entire thing up for others to go crazy with is valuable. I can create the rules. Create a half dozen example starships of various flavors up to and including the Freighter the Other Woman and then let others go wild making their own starship packets.
Other Ship Control Panels
I like the idea the notion that you have slightly different control panel configurations depending on the command chair of the ship you are sitting in. The players might grab a different ship, drop into the seats...look down at the control panels and go...erm...ok...that is thrust, that is control...that is altitude..but what do those things do? Imagine a player moving from the controls of a ship where everything is in English and sitting down at the controls of a Soviet starship or a Reich starship or a Japanese starship. Some things will be immediately clear but reading them will not be as easy...some things will be a total mystery until some experimentation occurs but after all...shouldn't that be the way it is?
This is far and away the biggest challenge for Rocketship Empires 1936. Getting anywhere near where I want things to be with the starship rules is going to be difficult.
Goals
The thing needs to be easy to play. Dice mechanics need to be consistent with the rest of the game. As much as possible one or two rolls resolves things and keeps the game moving. Activities aboard ship should be developed in a range from routine to fast and furious.
Some of the maintaining of a starship needs to be included in the mechanics. Part of keeping your rattle trap Chinese built freighter in the air is the fun and challenge of having to keep her from falling apart. Keeping your eyes open for key parts of the ship which are compatible with other ship models you might encounter for salvage, purchase or (let's face it) piracy. Of course this means that the challenge of writing up these details falls into the lap of someone...me. I have some ideas for this but as I said its going to involve a fair amount of work.
I want the sense that you are on board your starship. For ships with crew positions I want to have the sense that multiple crew members do something vital for the operation of the starship. Starship crew members need to be able to work together as a team to accomplish their goals. The main goals being...get from point A to point B in one piece. Survive combat threats. Repair stuff that gets blown off, blown up or just blows up on its own.
The starship is as important of a character in Rocketship Empires as any of the player characters and this is how it should be.
Broad Concepts
Space travel in Rocketship Empires has always been divided into three parts. Each of these three types of movement require its own drive system.
Jump Travel
Starships enter jump space to travel between stars. They do this by diving into the gravity well of a star and activating the ship's gravity drive at the right moment. The gravity drive shoots the ship out of normal space and into jump space where the laws are somewhat different. Jump space is where a ship travels from one star system to another by diving down what amounts to a worm hole connecting one massive gravity object to another.
System Travel
Starships use a system drive to travel within a star system. The drive crosses the distance of an AU in a measurement of terran days. System drives travel in a straight line or nearly so given the influence of the gravity wells of of plants they may pass along the way. There is no ability to maneuver while the system drive is active. Weapon systems are impractical to use against a ship using system movement. The ship is traveling far to rapidly and space is simply to massive for the weapons systems written into the game to be effective in any worthwhile manner.
Manuever Drives
When a starship drops out of system travel it activates its manuever drive to move about. Manuever drives allow a starship to dock with a space station, enter orbit, enter atmosphere, manuever in atmosphere or in space and land on a planet surface. All starship combat takes place using manuever drives. When a ship drops out of system travel it takes time for the system drive to recycle and be ready for another use. This recharge of the system drive can take hours. System drives are not safe to use within a certain distance of a planetary body. Once you get close to your destination the fail safes on your system drive are not going to let you operate it. Activating a system drive near a planet or in atmosphere simple insures the spectacular destruction of the ship in question and little more.
Ship Character Sheets
I have an idea where a ship design comes with a picture of the ship, a map of the interior of the ship and a collection of tabloid sized control stations for the essential crew. For a starfighter this may be a fairly simple affair with a picture of the ship, simple diagram, notes on the controls and ship resources and functions / weapons and one or two tabloid sized (11 x 17) control panels. One for the pilot. One for the navigator.
I'm thinking it would be cool for the control panels to look like some kind of aircraft instrument panel or science station from the period. Different vital controls have spots where the player assigns dice from their dice pool.
Game Within a Game - To do this right while the mechanics will be the same for both parts of the game I am thinking that starship operations and combat need to exist as its own game within the game of RSE.
To arrive at the dice pool available to a pilot or navigator or other crew member I am thinking it is some function of the character's various stats (intelligence, perception, agility) plus skill ranks in various ship related skills.
The player assigns their dice to various components on the control panel and how these dice are assigned determines what the player has available to roll to accomplish various things. Move. Make a special move. Attack with weapons. Maintain combat awareness - spot incoming rockets and missiles so that the ship can attempt evasive moves to avoid them, etc...
I really like this idea but again - we are talking about a lot of work. That is where opening the entire thing up for others to go crazy with is valuable. I can create the rules. Create a half dozen example starships of various flavors up to and including the Freighter the Other Woman and then let others go wild making their own starship packets.
Other Ship Control Panels
I like the idea the notion that you have slightly different control panel configurations depending on the command chair of the ship you are sitting in. The players might grab a different ship, drop into the seats...look down at the control panels and go...erm...ok...that is thrust, that is control...that is altitude..but what do those things do? Imagine a player moving from the controls of a ship where everything is in English and sitting down at the controls of a Soviet starship or a Reich starship or a Japanese starship. Some things will be immediately clear but reading them will not be as easy...some things will be a total mystery until some experimentation occurs but after all...shouldn't that be the way it is?
Friday, August 1, 2014
PSI
One of the themes I touch on throughout Rocketship Empires is the presence of Psi or Psionics within the setting. The Order of the Golden Dawn occupies offices immediately across the street from Scotland Yard. The Golden Dawn identifies and trains psi gifted individuals to act as the intelligence agency of The League of Nations.
There are two broad character classes of psi talents in RSE. The Psi Witch and the Psi Warlock. These titles are independent of the gender of the agent.
A Psi Witch manifests a broad talent in the regions of the mind. Their psi talents have to do with telepathy, mind control, illusion and empathic healing.
A Psi Warlock manifests a broad talent in energy manipulation. Their psi talents have to do with telekinesis, pyrokinesis and psiportation.
Skill pool rolls are used to achieve psi talent success. Psi talents are governed by the Will stat.
Characters begin with a single psi talent fully developed and one psi talent partially developed. As a character advances in level their partially developed talent becomes fully developed and they may then choose another talent from their available list as their partially developed talent.
Talents have a simple tree of building success based on the results of the psi talent skill roll.
I will offer up a very off the cuff and unfinished pryokinesis build as an example.
Pyrokinesis
Zero Success = Zero Manifestation
1 Success = Sparks and Candle. The Psi surrounds themselves with a cascade of showering sparks as though they are standing inside of an iron foundry. This has effect X. Alternately the Psi can begin to spark and then focus their energy into a single globe of floating ball fire that emits the light of a candle. This has effect Y.
2. Successes = Ball Flame. The Psi surrounds themselves with a cascade of sparks that gather together into a brightly burning ball of rolling flame in their hands about the size of a softball. This has effect X.
3. Successes = Flare. As ball of flame but the Psi may grasp the ball with both hands and fire forth a geyser of flesh melting white hot flame up to a range of X. This has effect Y.
4. Successes = Flame Burst. Explodes in a radius of flame as an area of effect attack. The psi producing this flame manifestation is immune to this power as is all of their gear.
The idea here in the context of the game is that the Psi stands there and focuses their psi energy...and rolls...and the result is what their poor psionic brains can push out at that moment in time. No final result is reliable or predictable. The Psi has the option to reign in their result. A Psi that just wants to create a ball of light can let go of the remaining power available to them in that moment and choose to not produce a full flame burst. The additional success ranks can be put into extended durations for the light manifestation perhaps.
The party might be in a dire position where the flame thrower effect of a flare might be really helpful but all the psi manages to produce is a ball flame. Still helpful but not quite what the party was cheering for.
Like all skills the psi can spend aggression and logic dice to give their roll a one time boost. Psi Warlocks run strictly off of aggression dice for their bonuses and a Psi Witch functions strictly off of logic dice.
There are two broad character classes of psi talents in RSE. The Psi Witch and the Psi Warlock. These titles are independent of the gender of the agent.
A Psi Witch manifests a broad talent in the regions of the mind. Their psi talents have to do with telepathy, mind control, illusion and empathic healing.
A Psi Warlock manifests a broad talent in energy manipulation. Their psi talents have to do with telekinesis, pyrokinesis and psiportation.
Skill pool rolls are used to achieve psi talent success. Psi talents are governed by the Will stat.
Characters begin with a single psi talent fully developed and one psi talent partially developed. As a character advances in level their partially developed talent becomes fully developed and they may then choose another talent from their available list as their partially developed talent.
Talents have a simple tree of building success based on the results of the psi talent skill roll.
I will offer up a very off the cuff and unfinished pryokinesis build as an example.
Pyrokinesis
Zero Success = Zero Manifestation
1 Success = Sparks and Candle. The Psi surrounds themselves with a cascade of showering sparks as though they are standing inside of an iron foundry. This has effect X. Alternately the Psi can begin to spark and then focus their energy into a single globe of floating ball fire that emits the light of a candle. This has effect Y.
2. Successes = Ball Flame. The Psi surrounds themselves with a cascade of sparks that gather together into a brightly burning ball of rolling flame in their hands about the size of a softball. This has effect X.
3. Successes = Flare. As ball of flame but the Psi may grasp the ball with both hands and fire forth a geyser of flesh melting white hot flame up to a range of X. This has effect Y.
4. Successes = Flame Burst. Explodes in a radius of flame as an area of effect attack. The psi producing this flame manifestation is immune to this power as is all of their gear.
The idea here in the context of the game is that the Psi stands there and focuses their psi energy...and rolls...and the result is what their poor psionic brains can push out at that moment in time. No final result is reliable or predictable. The Psi has the option to reign in their result. A Psi that just wants to create a ball of light can let go of the remaining power available to them in that moment and choose to not produce a full flame burst. The additional success ranks can be put into extended durations for the light manifestation perhaps.
The party might be in a dire position where the flame thrower effect of a flare might be really helpful but all the psi manages to produce is a ball flame. Still helpful but not quite what the party was cheering for.
Like all skills the psi can spend aggression and logic dice to give their roll a one time boost. Psi Warlocks run strictly off of aggression dice for their bonuses and a Psi Witch functions strictly off of logic dice.
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